Add ability to override item images using meta (#12614)

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rubenwardy 2023-04-17 19:44:41 +01:00 committed by GitHub
parent 8c2c7fadbf
commit 4158b72971
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13 changed files with 200 additions and 151 deletions

@ -2271,6 +2271,11 @@ Some of the values in the key-value store are handled specially:
See also: `get_description` in [`ItemStack`]
* `short_description`: Set the item stack's short description.
See also: `get_short_description` in [`ItemStack`]
* `inventory_image`: Override inventory_image
* `inventory_overlay`: Override inventory_overlay
* `wield_image`: Override wield_image
* `wield_overlay`: Override wield_overlay
* `wield_scale`: Override wield_scale, use vector.to_string
* `color`: A `ColorString`, which sets the stack's color.
* `palette_index`: If the item has a palette, this is used to get the
current color from the palette.

@ -40,6 +40,7 @@ minetest.register_craftitem("testitems:overlay_meta", {
on_place = overlay_on_place,
on_secondary_use = overlay_on_place,
})
minetest.register_craftitem("testitems:overlay_global", {
description = S("Texture Overlay Test Item, Global Color") .. "\n" ..
S("Image must be an orange square with rainbow cross (inventory and wield)"),
@ -51,3 +52,41 @@ minetest.register_craftitem("testitems:overlay_global", {
wield_overlay = "testitems_overlay_overlay.png",
color = GLOBAL_COLOR_ARG,
})
minetest.register_craftitem("testitems:image_meta", {
description = S("Image Override Meta Test Item"),
inventory_image = "default_apple.png",
wield_image = "basetools_icesword.png",
on_use = function(itemstack, player)
local meta = itemstack:get_meta()
local state = meta:get_int("state")
state = (state + 1) % 5
meta:set_int("state", state)
minetest.chat_send_player(player:get_player_name(), "State " .. state)
if state == 0 then
meta:set_string("inventory_image", "")
meta:set_string("wield_image", "")
meta:set_string("inventory_overlay", "")
meta:set_string("wield_overlay", "")
meta:set_string("wield_scale", "")
elseif state == 1 then
meta:set_string("inventory_image", "default_tree.png")
meta:set_string("wield_image", "basetools_firesword.png")
elseif state == 2 then
meta:set_string("inventory_image", "default_apple.png^testitems_overridden.png")
meta:set_string("wield_image", "basetools_icesword.png^testitems_overridden.png")
elseif state == 3 then
meta:set_string("inventory_image", "default_tree.png")
meta:set_string("wield_image", "basetools_firesword.png")
meta:set_string("inventory_overlay", "default_apple.png")
meta:set_string("wield_overlay", "default_apple.png")
elseif state == 4 then
local scale = vector.new(0.5, 0.5, 0.5)
meta:set_string("wield_scale", scale:to_string())
end
return itemstack
end,
})

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@ -1840,7 +1840,6 @@ inline bool Game::handleCallbacks()
void Game::processQueues()
{
texture_src->processQueue();
itemdef_manager->processQueue(client);
shader_src->processQueue();
}

@ -1008,10 +1008,14 @@ void drawItemStack(
const static thread_local bool enable_animations =
g_settings->getBool("inventory_items_animations");
const ItemDefinition &def = item.getDefinition(client->idef());
auto *idef = client->idef();
const ItemDefinition &def = item.getDefinition(idef);
bool draw_overlay = false;
const std::string inventory_image = item.getInventoryImage(idef);
const std::string inventory_overlay = item.getInventoryOverlay(idef);
bool has_mesh = false;
ItemMesh *imesh;
@ -1020,8 +1024,8 @@ void drawItemStack(
viewrect.clipAgainst(*clip);
// Render as mesh if animated or no inventory image
if ((enable_animations && rotation_kind < IT_ROT_NONE) || def.inventory_image.empty()) {
imesh = client->idef()->getWieldMesh(def.name, client);
if ((enable_animations && rotation_kind < IT_ROT_NONE) || inventory_image.empty()) {
imesh = idef->getWieldMesh(item, client);
has_mesh = imesh && imesh->mesh;
}
if (has_mesh) {
@ -1110,9 +1114,9 @@ void drawItemStack(
driver->setTransform(video::ETS_PROJECTION, oldProjMat);
driver->setViewPort(oldViewPort);
draw_overlay = def.type == ITEM_NODE && def.inventory_image.empty();
draw_overlay = def.type == ITEM_NODE && inventory_image.empty();
} else { // Otherwise just draw as 2D
video::ITexture *texture = client->idef()->getInventoryTexture(def.name, client);
video::ITexture *texture = client->idef()->getInventoryTexture(item, client);
video::SColor color;
if (texture) {
color = client->idef()->getItemstackColor(item, client);
@ -1134,9 +1138,9 @@ void drawItemStack(
}
// draw the inventory_overlay
if (!def.inventory_overlay.empty() && draw_overlay) {
if (!inventory_overlay.empty() && draw_overlay) {
ITextureSource *tsrc = client->getTextureSource();
video::ITexture *overlay_texture = tsrc->getTexture(def.inventory_overlay);
video::ITexture *overlay_texture = tsrc->getTexture(inventory_overlay);
core::dimension2d<u32> dimens = overlay_texture->getOriginalSize();
core::rect<s32> srcrect(0, 0, dimens.Width, dimens.Height);
draw2DImageFilterScaled(driver, overlay_texture, rect, srcrect, clip, 0, true);

@ -384,9 +384,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
m_colors.clear();
m_base_color = idef->getItemstackColor(item, client);
const std::string wield_image = item.getWieldImage(idef);
const std::string wield_overlay = item.getWieldOverlay(idef);
const v3f wield_scale = item.getWieldScale(idef);
// If wield_image needs to be checked and is defined, it overrides everything else
if (!def.wield_image.empty() && check_wield_image) {
setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
if (!wield_image.empty() && check_wield_image) {
setExtruded(wield_image, wield_overlay, wield_scale, tsrc,
1);
m_colors.emplace_back();
// overlay is white, if present
@ -413,7 +417,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
case NDT_RAILLIKE:
case NDT_PLANTLIKE:
case NDT_FLOWINGLIQUID: {
v3f wscale = def.wield_scale;
v3f wscale = wield_scale;
if (f.drawtype == NDT_FLOWINGLIQUID)
wscale.Z *= 0.1f;
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
@ -429,7 +433,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
}
case NDT_PLANTLIKE_ROOTED: {
setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
"", def.wield_scale, tsrc,
"", wield_scale, tsrc,
f.special_tiles[0].layers[0].animation_frame_count);
// Add color
const TileLayer &l0 = f.special_tiles[0].layers[0];
@ -439,7 +443,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
case NDT_NORMAL:
case NDT_ALLFACES:
case NDT_LIQUID:
setCube(f, def.wield_scale);
setCube(f, wield_scale);
break;
default: {
// Render non-trivial drawtypes like the actual node
@ -450,7 +454,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
changeToMesh(mesh);
mesh->drop();
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
break;
}
@ -471,9 +475,10 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
setColor(video::SColor(0xFFFFFFFF));
return;
} else {
if (!def.inventory_image.empty()) {
setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
tsrc, 1);
const std::string inventory_image = item.getInventoryImage(idef);
if (!inventory_image.empty()) {
const std::string inventory_overlay = item.getInventoryOverlay(idef);
setExtruded(inventory_image, inventory_overlay, def.wield_scale, tsrc, 1);
} else {
setExtruded("no_texture.png", "", def.wield_scale, tsrc, 1);
}
@ -578,9 +583,10 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
bool cull_backface = f.needsBackfaceCulling();
// If inventory_image is defined, it overrides everything else
if (!def.inventory_image.empty()) {
mesh = getExtrudedMesh(tsrc, def.inventory_image,
def.inventory_overlay);
const std::string inventory_image = item.getInventoryImage(idef);
const std::string inventory_overlay = item.getInventoryOverlay(idef);
if (!inventory_image.empty()) {
mesh = getExtrudedMesh(tsrc, inventory_image, inventory_overlay);
result->buffer_colors.emplace_back();
// overlay is white, if present
result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
@ -588,8 +594,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
result->needs_shading = false;
} else if (def.type == ITEM_NODE && f.drawtype == NDT_AIRLIKE) {
// Fallback image for airlike node
mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png",
def.inventory_overlay);
mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png", inventory_overlay);
result->needs_shading = false;
} else if (def.type == ITEM_NODE) {
switch (f.drawtype) {

@ -272,6 +272,50 @@ std::string ItemStack::getShortDescription(const IItemDefManager *itemdef) const
return desc;
}
std::string ItemStack::getInventoryImage(const IItemDefManager *itemdef) const
{
std::string texture = metadata.getString("inventory_image");
if (texture.empty())
texture = getDefinition(itemdef).inventory_image;
return texture;
}
std::string ItemStack::getInventoryOverlay(const IItemDefManager *itemdef) const
{
std::string texture = metadata.getString("inventory_overlay");
if (texture.empty())
texture = getDefinition(itemdef).inventory_overlay;
return texture;
}
std::string ItemStack::getWieldImage(const IItemDefManager *itemdef) const
{
std::string texture = metadata.getString("wield_image");
if (texture.empty())
texture = getDefinition(itemdef).wield_image;
return texture;
}
std::string ItemStack::getWieldOverlay(const IItemDefManager *itemdef) const
{
std::string texture = metadata.getString("wield_overlay");
if (texture.empty())
texture = getDefinition(itemdef).wield_overlay;
return texture;
}
v3f ItemStack::getWieldScale(const IItemDefManager *itemdef) const
{
std::string scale = metadata.getString("wield_scale");
if (scale.empty())
return getDefinition(itemdef).wield_scale;
return str_to_v3f(scale);
}
ItemStack ItemStack::addItem(ItemStack newitem, IItemDefManager *itemdef)
{

@ -51,6 +51,12 @@ struct ItemStack
std::string getDescription(const IItemDefManager *itemdef) const;
std::string getShortDescription(const IItemDefManager *itemdef) const;
std::string getInventoryImage(const IItemDefManager *itemdef) const;
std::string getInventoryOverlay(const IItemDefManager *itemdef) const;
std::string getWieldImage(const IItemDefManager *itemdef) const;
std::string getWieldOverlay(const IItemDefManager *itemdef) const;
v3f getWieldScale(const IItemDefManager *itemdef) const;
/*
Quantity methods
*/

@ -253,6 +253,13 @@ class CItemDefManager: public IWritableItemDefManager
inventory_texture(NULL),
palette(NULL)
{}
~ClientCached() {
if (wield_mesh.mesh)
wield_mesh.mesh->drop();
}
DISABLE_CLASS_COPY(ClientCached);
};
#endif
@ -265,17 +272,9 @@ public:
#endif
clear();
}
virtual ~CItemDefManager()
{
#ifndef SERVER
const std::vector<ClientCached*> &values = m_clientcached.getValues();
for (ClientCached *cc : values) {
if (cc->wield_mesh.mesh)
cc->wield_mesh.mesh->drop();
delete cc;
}
#endif
for (auto &item_definition : m_item_definitions) {
delete item_definition.second;
}
@ -319,103 +318,72 @@ public:
}
#ifndef SERVER
public:
ClientCached* createClientCachedDirect(const std::string &name,
Client *client) const
ClientCached* createClientCachedDirect(const ItemStack &item, Client *client) const
{
infostream<<"Lazily creating item texture and mesh for \""
<<name<<"\""<<std::endl;
// This is not thread-safe
sanity_check(std::this_thread::get_id() == m_main_thread);
const ItemDefinition &def = item.getDefinition(this);
std::string inventory_image = item.getInventoryImage(this);
std::string inventory_overlay = item.getInventoryOverlay(this);
std::string cache_key = def.name;
if (!inventory_image.empty())
cache_key += "/" + inventory_image;
if (!inventory_overlay.empty())
cache_key += ":" + inventory_overlay;
infostream << "Lazily creating item texture and mesh for \""
<< cache_key << "\""<<std::endl;
// Skip if already in cache
ClientCached *cc = NULL;
m_clientcached.get(name, &cc);
if(cc)
return cc;
auto it = m_clientcached.find(cache_key);
if (it != m_clientcached.end())
return it->second.get();
ITextureSource *tsrc = client->getTextureSource();
const ItemDefinition &def = get(name);
// Create new ClientCached
cc = new ClientCached();
auto cc = std::make_unique<ClientCached>();
// Create an inventory texture
cc->inventory_texture = NULL;
if (!def.inventory_image.empty())
cc->inventory_texture = tsrc->getTexture(def.inventory_image);
ItemStack item = ItemStack();
item.name = def.name;
if (!inventory_image.empty())
cc->inventory_texture = tsrc->getTexture(inventory_image);
getItemMesh(client, item, &(cc->wield_mesh));
cc->palette = tsrc->getPalette(def.palette_image);
// Put in cache
m_clientcached.set(name, cc);
return cc;
ClientCached *ptr = cc.get();
m_clientcached[cache_key] = std::move(cc);
return ptr;
}
ClientCached* getClientCached(const std::string &name,
Client *client) const
{
ClientCached *cc = NULL;
m_clientcached.get(name, &cc);
if (cc)
return cc;
if (std::this_thread::get_id() == m_main_thread) {
return createClientCachedDirect(name, client);
}
// We're gonna ask the result to be put into here
static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
// Throw a request in
m_get_clientcached_queue.add(name, 0, 0, &result_queue);
try {
while(true) {
// Wait result for a second
GetResult<std::string, ClientCached*, u8, u8>
result = result_queue.pop_front(1000);
if (result.key == name) {
return result.item;
}
}
} catch(ItemNotFoundException &e) {
errorstream << "Waiting for clientcached " << name
<< " timed out." << std::endl;
return &m_dummy_clientcached;
}
}
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
virtual video::ITexture* getInventoryTexture(const ItemStack &item,
Client *client) const
{
ClientCached *cc = getClientCached(name, client);
if(!cc)
return NULL;
ClientCached *cc = createClientCachedDirect(item, client);
if (!cc)
return nullptr;
return cc->inventory_texture;
}
// Get item wield mesh
virtual ItemMesh* getWieldMesh(const std::string &name,
Client *client) const
virtual ItemMesh* getWieldMesh(const ItemStack &item, Client *client) const
{
ClientCached *cc = getClientCached(name, client);
if(!cc)
return NULL;
ClientCached *cc = createClientCachedDirect(item, client);
if (!cc)
return nullptr;
return &(cc->wield_mesh);
}
// Get item palette
virtual Palette* getPalette(const std::string &name,
Client *client) const
virtual Palette* getPalette(const ItemStack &item, Client *client) const
{
ClientCached *cc = getClientCached(name, client);
if(!cc)
return NULL;
ClientCached *cc = createClientCachedDirect(item, client);
if (!cc)
return nullptr;
return cc->palette;
}
@ -428,7 +396,7 @@ public:
if (!colorstring.empty() && parseColorString(colorstring, directcolor, true))
return directcolor;
// See if there is a palette
Palette *palette = getPalette(stack.name, client);
Palette *palette = getPalette(stack, client);
const std::string &index = stack.metadata.getString("palette_index", 0);
if (palette && !index.empty())
return (*palette)[mystoi(index, 0, 255)];
@ -573,20 +541,7 @@ public:
registerAlias(name, convert_to);
}
}
void processQueue(IGameDef *gamedef)
{
#ifndef SERVER
//NOTE this is only thread safe for ONE consumer thread!
while(!m_get_clientcached_queue.empty())
{
GetRequest<std::string, ClientCached*, u8, u8>
request = m_get_clientcached_queue.pop();
m_get_clientcached_queue.pushResult(request,
createClientCachedDirect(request.key, (Client *)gamedef));
}
#endif
}
private:
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
@ -595,12 +550,8 @@ private:
#ifndef SERVER
// The id of the thread that is allowed to use irrlicht directly
std::thread::id m_main_thread;
// A reference to this can be returned when nothing is found, to avoid NULLs
mutable ClientCached m_dummy_clientcached;
// Cached textures and meshes
mutable MutexedMap<std::string, ClientCached*> m_clientcached;
// Queued clientcached fetches (to be processed by the main thread)
mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
mutable std::unordered_map<std::string, std::unique_ptr<ClientCached>> m_clientcached;
#endif
};

@ -120,14 +120,16 @@ public:
virtual bool isKnown(const std::string &name) const=0;
#ifndef SERVER
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
Client *client) const=0;
// Get item wield mesh
virtual ItemMesh* getWieldMesh(const std::string &name,
Client *client) const=0;
virtual video::ITexture* getInventoryTexture(const ItemStack &item, Client *client) const=0;
/**
* Get wield mesh
*
* Returns nullptr if there is an inventory image
*/
virtual ItemMesh* getWieldMesh(const ItemStack &item, Client *client) const = 0;
// Get item palette
virtual Palette* getPalette(const std::string &name,
Client *client) const = 0;
virtual Palette* getPalette(const ItemStack &item, Client *client) const = 0;
// Returns the base color of an item stack: the color of all
// tiles that do not define their own color.
virtual video::SColor getItemstackColor(const ItemStack &stack,
@ -144,23 +146,6 @@ public:
virtual ~IWritableItemDefManager() = default;
// Get item definition
virtual const ItemDefinition& get(const std::string &name) const=0;
// Get alias definition
virtual const std::string &getAlias(const std::string &name) const=0;
// Get set of all defined item names and aliases
virtual void getAll(std::set<std::string> &result) const=0;
// Check if item is known
virtual bool isKnown(const std::string &name) const=0;
#ifndef SERVER
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
Client *client) const=0;
// Get item wield mesh
virtual ItemMesh* getWieldMesh(const std::string &name,
Client *client) const=0;
#endif
// Replace the textures of registered nodes with the ones specified in
// the texture pack's override.txt files
virtual void applyTextureOverrides(const std::vector<TextureOverride> &overrides)=0;
@ -177,11 +162,7 @@ public:
virtual void registerAlias(const std::string &name,
const std::string &convert_to)=0;
virtual void serialize(std::ostream &os, u16 protocol_version)=0;
virtual void deSerialize(std::istream &is, u16 protocol_version)=0;
// Do stuff asked by threads that can only be done in the main thread
virtual void processQueue(IGameDef *gamedef)=0;
};
IWritableItemDefManager* createItemDefManager();

@ -562,13 +562,7 @@ v2f Settings::getV2F(const std::string &name) const
v3f Settings::getV3F(const std::string &name) const
{
v3f value;
Strfnd f(get(name));
f.next("(");
value.X = stof(f.next(","));
value.Y = stof(f.next(","));
value.Z = stof(f.next(")"));
return value;
return str_to_v3f(get(name));
}

@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "hex.h"
#include "porting.h"
#include "translation.h"
#include "strfnd.h"
#include <algorithm>
#include <array>
@ -897,3 +898,15 @@ void safe_print_string(std::ostream &os, const std::string &str)
}
os.setf(flags);
}
v3f str_to_v3f(const std::string &str)
{
v3f value;
Strfnd f(str);
f.next("(");
value.X = stof(f.next(","));
value.Y = stof(f.next(","));
value.Z = stof(f.next(")"));
return value;
}

@ -765,3 +765,11 @@ std::string sanitizeDirName(const std::string &str, const std::string &optional_
* brackets (e.g. "a\x1eb" -> "a<1e>b").
*/
void safe_print_string(std::ostream &os, const std::string &str);
/**
* Parses a string of form `(1, 2, 3)` to a v3f
*
* @param str String
* @return
*/
v3f str_to_v3f(const std::string &str);